Aller au contenu

Photo

Opinions on my (Hardcore) Sentinel build


  • Veuillez vous connecter pour répondre
16 réponses à ce sujet

#1
Jmrice88

Jmrice88
  • Members
  • 45 messages
http://mass-relay.co...p=3,3,4,4,2,4,3

Basic playstyle is run-n-gun with my shotgun and AA slinging powers when needed. You will notice I didn't go with rank 4 warp as I haven't ever had any luck with warp-bombs so I decided that I would be the one setting them up and keep Miranda or Thane as my right hand man (or woman) depending on the mission.

That is where slam comes in, quick cooldown, instant cast and with my squadmates having instant cast warps that makes for very simple warm-bombing. Area overload, just too good to pass up, AA obvious choice if you are using a shotgun, Guardian for the even greater reduction in my cooldowns. Throw rank 3 for picking off guys near ledges and the overall fun factor, Warp rank three because there are always situations where warp-bombs aren't an option and I need to be able to put out damage to barriers and armour as well, then Cryo rank 2 because well where else can I put the three points and it is a pretty useful power in the right circumstances.

Edit: Forgot weapon choice. I will mainly be using my shotgun (Evi or GPS depending of the mission, Evi for missions where armour is more prevelant than shields or barriers) and have my trusty Locust as back-up for when I am required to sit back and sling powers for whatever reason.

I feel like this is a build that draws heavily on the right combination of squadmates to live up to its full potential, but still packs a punch in its own right in missions where squadmate choices are limited (LMs, Arrival)

I know this topic has been done to hell and back over the course of the game and having played ME2 enough since its release I know that this build is at least viable, I just would like to get some input from people who have put more time into the game than myself.

Thanks guys.

Modifié par Jmrice88, 18 décembre 2011 - 01:50 .


#2
CoffeeHolic93

CoffeeHolic93
  • Members
  • 1 613 messages
Consider focusing on either slam or throw and take the points out of cryo. As it is you have three mediocre CC-abilities and nothing really good. Slam can be evolved to crippling slam, so it's probably preferable to cryo.
There's way too many squadmates with Area Overload for you to be a defense-stripper yourself. And if you're in CQC you'd probably want to recast Assault Armor if anything. The long cooldown will also inhibit casting other powers, unlike throw or slam.
Warp-bombs are always good, so consider heavy warp.
That's my two cents. :wizard:

#3
ryoldschool

ryoldschool
  • Members
  • 4 161 messages
My 2 cents. The squad power reset feature when you activate AA is unique to the Sentinel and lets you launch squad powers more effectively than other classes. On my sentinel run I took two funny powers ( cryo blast and full throw - to freeze throw guys with funny physics ) but was still able move thru the difficult parts of the game on insanity ( did not have any points in warp, only two levels of overload ) if I took appropriate squad power teammates. I did the Reaper IFF without firing a shot ( well two by mistake ) with Samara ( reave ) and Mordin ( Incinerate ).

What I'm trying to say is that if you use the squad reset feature of the Sentinel you just about can't make a bad build.

#4
capn233

capn233
  • Members
  • 17 381 messages
^^ times 1000

Everyone likes that Tech Armor gives you a metric buttload of shields and the explosion stuns enemies, but a huge benefit is the squad cooldown reset. Reaper IFF with Mordin and Kasumi? Incineration Blast then Improved Flashbang... hit tech armor and Incineration Blast and Improved Flashbang again... where did all the husks go? That's just a random example, maybe not even the best. Remember, you can hit Tech Armor even if your shields are fully up just to reset the squad's cooldown if need be.

#5
Jmrice88

Jmrice88
  • Members
  • 45 messages
Took you're advice and revised my build slightly, not quite to the collector ship yet so I am still working with just the tempest up close, which is more effective than I remember it being. The revised build is max throw ( not sure if I want heavy or area here, suggestions?), rank three warp, AA, rank two overload, rank one cryo ( had two points left over so I figured I would use them where I could) guardian and crippling slam for both CC and warp-bombs.

I have tried this playstyle before on previous sentinels and really couldn't get it down, but this time around I am finding that using cover without actually being in cover is a huge part of it, it seems to be a major increase in mobility which helps keep you out of enemy fire until you want to be in it.

#6
RedCaesar97

RedCaesar97
  • Members
  • 3 861 messages

Jmrice88 wrote...

Took you're advice and revised my build slightly, not quite to the collector ship yet so I am still working with just the tempest up close, which is more effective than I remember it being. The revised build is max throw ( not sure if I want heavy or area here, suggestions?), rank three warp, AA, rank two overload, rank one cryo ( had two points left over so I figured I would use them where I could) guardian and crippling slam for both CC and warp-bombs.

I have tried this playstyle before on previous sentinels and really couldn't get it down, but this time around I am finding that using cover without actually being in cover is a huge part of it, it seems to be a major increase in mobility which helps keep you out of enemy fire until you want to be in it.

For this build, I would recommend Area Throw. Heavy Throw is good if you use Cryo Blast or if you have your own Pull (Adept only). Rank 1 Cryo Blast is not enough to justify Heavy Throw in my opinion. I would also recommend only one point in Overload and put remaining points into Warp.

#7
Jmrice88

Jmrice88
  • Members
  • 45 messages
I have to have at least two ranks of overload before I can get cryo, and one of the reasons I spread my points between overload and warp the way I did was because squadmates with overload are more numerous than ones with warp. And having my personal warp being the stronger of the two it increases my ability to strip armour

#8
Jmrice88

Jmrice88
  • Members
  • 45 messages
I have to have at least two ranks of overload before I can get cryo, and one of the reasons I spread my points between overload and warp the way I did was because squadmates with overload are more numerous than ones with warp. And having my personal warp being the stronger of the two it increases my ability to strip heavy armour or barriers should I find myself pinned down in a spot where even a sentinel wouldn't last long.

#9
CoffeeHolic93

CoffeeHolic93
  • Members
  • 1 613 messages

Jmrice88 wrote...

I have to have at least two ranks of overload before I can get cryo, and one of the reasons I spread my points between overload and warp the way I did was because squadmates with overload are more numerous than ones with warp. And having my personal warp being the stronger of the two it increases my ability to strip heavy armour or barriers should I find myself pinned down in a spot where even a sentinel wouldn't last long.



Cryo is one of those powers where if you don't invest four points in it, it's simply not worth it. Consider maxing it, or scrap it all together. It's basically redundant now that you have crippling slam aswell.

#10
Jmrice88

Jmrice88
  • Members
  • 45 messages
The thing about scrapping it is that with the build listed above I only have two points left at the end of the day. If I could put them anywhere else I would, the point in cryo is more for the sake of spending the point than anything else.

#11
RedCaesar97

RedCaesar97
  • Members
  • 3 861 messages

Jmrice88 wrote...
The thing about scrapping it is that with the build listed above I only have two points left at the end of the day. If I could put them anywhere else I would, the point in cryo is more for the sake of spending the point than anything else.

Which is why I recommend putting Overload to rank 1:

4 - Area Thow
4 - Heavy Warp
4 - Assault Armor
1 - Overload
0 - Cryo Blast
4 - Guardian
4 - Crippling Slam

Since you have a lot of squadmates with Overload and you have access to SMGs (Tempest and Shuriken especially), you do not really need Overload. 1 point Overload will detonate Pyros. It will not overheat weapons or stun synthetics (mechs and geth) at rank 1, but why use it on unprotected targets when you have Slam and Throw?

#12
capn233

capn233
  • Members
  • 17 381 messages
It almost doesn't matter since you will only be pressing the Tech Armor button... that and throw. Although I liked having warp. You can just run around the high cover on Horizon and spam it at the Praetorian.

I had overload though.  I liked having all the anti-defense abilities.

Modifié par capn233, 20 décembre 2011 - 05:15 .


#13
Jmrice88

Jmrice88
  • Members
  • 45 messages
I guess you're right, I just love the concept of cryo blast. I need/want to find a class/build where I can use it effectively before ME3 comes out, but I guess my assault sentinel won't be that class.

#14
capn233

capn233
  • Members
  • 17 381 messages

Jmrice88 wrote...

I guess you're right, I just love the concept of cryo blast. I need/want to find a class/build where I can use it effectively before ME3 comes out, but I guess my assault sentinel won't be that class.


Here is what I did, even though most would consider it suboptimal...

Throw 2
Heavy Warp
Assault Armor
Area Overload (I think, maybe it was heavy)
Cryo 1
AP Ammo 3

It leaves one point left over.

If Tech Armor didn't have squad reset it would probably be more important how you invest.  I was able to more or less run around and blast people... but I didn't bother with the shotgun, I used AR training.  It was Vindicator and Tempest after they were acquired.

Throw is good enough here to knock things over, and since the cooldown is so fast you can spam it on multiples like a wave of husks.  It is just about perfect to strip armor, throw, strip next armor, throw and so on with a wave.

This worked for me, but as can be seen there are nearly endless ways of actually going about beating the game.

#15
Jmrice88

Jmrice88
  • Members
  • 45 messages
Well I was thinking more along the lines of an engineer. I will just have to give up on cryo on my sentinel.

#16
goofyomnivore

goofyomnivore
  • Members
  • 3 762 messages
Cryo is way more effective as an ammo power than an actual power. A throw Sentinel can get decent use out of it though. ex)

#17
ryoldschool

ryoldschool
  • Members
  • 4 161 messages
I too was interested in using cryo blast as a key weapon in ME2 - I used it on my sentinel ( with heavy throw ).   I got videos posted from Mordin's mission thru the suicide mission.  Some of the physics are particularly funny - watch the Vasir fight where I freeze her and toss her off into the atmosphere ( had to repeat several times because game glitched ).  You can also see me spam the squad reset feature using Liara's warp and Miranda's warp to destroy Vasir's barrier/armor.

Vasir Fight


My thread with videos

If you like some of the videos, you might like that build - not the most powerful, but it was a lot of fun.